|
|
Health |
600
|
Forward Walk Speed |
1.10
|
Backward Walk Speed |
1.00
|
Forward Dash Speed |
2.10
|
Backward Dash Speed |
1.47
|
Jump Speed |
1.15
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Introduction
MASAMIOH, like MEGASTAR, is inspired by one of Foxy Boxy’s other works, namely Masami Sushi Ace. MASAMIOH wields potentially the best and worst projectile in the game in light Sushi Toss. When RNG is on your side, MASAMIOH can overwhelm any opponent. However, he can also draw a bad card and become helpless. It's up to you to make the most of his interesting tools. Once MASAMIOH closes the gap, he can put on a display of mixup opportunities that can leave your opponent’s head spinning.
“Your parts are unfit for ROBOZUSHI!”
Strengths |
Weaknesses
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- Good mixups: Between j.H > Drop, j.H > 5H and j.H > 2L, MASAMIOH has a wide variety of mixups to confuse the opponent, especially on crossup.
- Good average damage: MASAMIOH will always deal good damage on hit, optimally does 250+ meterless damage.
- Light Sushi: RNG guides this move towards either success or failure. It will work about 50% of the time, but when it does work, you are greatly rewarded with good damage, or a nice extension.
|
- Needs help in neutral: 6H is good but fairly committal.
- Light Sushi also: When light sushi doesn’t work, you are punishable on hit and block. Awful terrible nonsense occurs when this move doesn’t work, it's pointless to even attempt using this move without 2 meter or almost 2 meter to hyperdrive out incase you get octopus. It is millions of times safer to just use heavy sushi.
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Unique Tools
MASAMIOH makes use of RNG based Sushi as his tool. When performing Light Sushi Toss, the effect of the projectile depends on the flavor of sushi thrown. Each sushi has a 25% chance of appearing. Here they are in order of practicality.
Tamago (Egg) (Yellow): -10 damage, +20 hitstun
Ebi (Shrimp) (Pink & Yellow): -10 damage, +10 hitstun
Maguro (Tuna) (Red): +10 damage, -10 hitstun
Tako (Octopus) (Solid Pink): +20 damage, -20 hitstun
Movelist
5L Type 2 light attack. Type 2 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
30
|
5
|
2
|
7
|
+3
|
+3
|
Mid
|
0
|
-
|
-
|
|
|
2L Type 2 light attack. Type 2 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
30
|
5
|
2
|
7
|
+3
|
+3
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Low
|
0
|
-
|
-
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- Cancels into itself, hits low.
|
|
5H
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Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
75
|
13
|
6
|
15
|
+4
|
-6
|
High
|
0
|
-
|
-
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- An overhead swing with surprisingly fast startup. Can combo into Sushi even at max range.
|
|
2H
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
45
|
13
|
6
|
15
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Knockdown
|
-9
|
Mid
|
0
|
-
|
-
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- MASAMIOH swipes upward with a disjointed hitbox. Launches on hit.
|
|
6H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
30,30,30
|
13
|
29
|
14
|
-
|
-
|
Mid
|
0
|
-
|
-
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- an advancing, mulit-hit punch that can juggle up to 3 times. Used in MASAMIOH's Spin Loops in the corner.
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|
j.L
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Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
30
|
5
|
999
|
-
|
-
|
-
|
High
|
0
|
-
|
-
|
|
|
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
65
|
13
|
7
|
15
|
+8
|
-2
|
High
|
0
|
-
|
-
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- Isn't as reliable as some other jump-ins, but it's still MASAMIOH's best option for one.
|
|
Throw L+H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40
|
16
|
3
|
27
|
Knockdown
|
-
|
Throw
|
0
|
-
|
-
|
|
|
Sushi Toss 26x octopus = skill issue octopus = skill issue
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
40-80
|
20
|
20
|
11
|
-30=+9
|
-26
|
Mid
|
15
|
-
|
-
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- As mentioned before, this attack has various effects that are listed under "Unique Tools". Here are some practical confirms on hit for 6H or s.H:
Tamago (Yellow) - Can convert into practically any grounded move. For another spin of the RNG wheel, do 5H > light sushi again. For a knockdown, do 5H->24H. To convert into super, 6H->2626L+H.
Ebi (Orange) - Midscreen you can link into 6H, and in the corner you can link into s.H. These links are tight and can be replaced with 5L or 2L when close enough.
Maguro (Red) - Need to hyperdrive on reaction to follow up, use 5L or 2L.
Tako (Pink) - Unsafe as fuck. Need to hyperdrive backward on reaction on order to be safe.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
60
|
20
|
20
|
11
|
-11
|
-26
|
Mid
|
15
|
-
|
-
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- Unlike the Light version, this one has the same result every time.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
70
|
20
|
20
|
11
|
Knockdown
|
-11
|
Mid
|
17.5
|
-
|
-
|
A sushi that can be used to end a juggle combo from far away, such as after 6H.
|
|
Masami Drop j.24x read this mix read this mix
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
50
|
19
|
5
|
27
|
+18
|
-22
|
Low
|
12.5
|
-
|
-
|
MASAMIOH drops from the sky and hits the ground, causing a small quake. Very plus on hit.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
70
|
19
|
5
|
27
|
Knockdown
|
-22
|
Low
|
17.5
|
-
|
-
|
MASAMIOH falls similarly to
Masami Drop, but it knocks down. Allows plenty of time to dash over for okizeme.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
80
|
19
|
5
|
27
|
Knockdown
|
-22
|
Low
|
20
|
-
|
1-18 Full
|
This move is a very strange kind of reverse DP. if MASAMIOH jumps over an opponent and baits a reversal, there's a good chance MASAMIOH goes right through it.
|
|
Masami Spin 24x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
50
|
10
|
10
|
6
|
+4
|
-6
|
Mid
|
12.5
|
-
|
-
|
Masami Spin is a good move to throw out when you want to see what your opponent does under pressure. This move is very fast in total frames, taking less than half a second to complete. This move lets MASAMIOH feint an approach or, when even slightly meaty, it can be safe on block, up to +4.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
80
|
10
|
30
|
6
|
Knockdown
|
-26
|
Mid
|
20
|
-
|
-
|
Masami Spin is a little smaller than the light version, at the cost of being active for longer and travelling further. This move is a meterless knockdown wherever you hit it, and you always end up close to the opponent. It is unsafe on block most of the time, except when extremely late into the active frames.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
45,45
|
10
|
30
|
6
|
Knockdown
|
-26
|
Mid
|
11.25,11.25
|
-
|
1-10 full, 11-40 projectile
|
A Masami Spin with the hitbox of the light version and the distance of the heavy version. Hits twice, and is MASAMIOH's reversal.
|
|
Super Masami Drop 2626L+H No matter where you are, he will find you No matter where you are, he will find you
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
1 Bar
|
66
|
13
|
11
|
67
|
Knockdown
|
-73
|
Mid
|
16.5
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
2 Bar
|
133
|
13
|
11
|
67
|
Knockdown
|
-73
|
Mid
|
33.25
|
-
|
1-12 Projectile
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
3 Bar
|
200
|
13
|
11
|
67
|
Knockdown
|
-73
|
Mid
|
50
|
-
|
1-12 Full
|
All versions of Super Masami Drop track the opponent exactly. One of the best supers in the game for this reason. Only does 200 damage but you can punish almost anything with this move.
|
|